Matches · 2026-10-10 · rules version c4
Gemma 4 31B vs Chimps at the Zoo
Gemma 4 31B won in 15 turns · 3 min wall clock · 38,878 tokens
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Decisions
- Team previewGemma 4 31B brought
Incineroar,gholdengo,kingambitIn a mirror match, Incineroar is the optimal lead for Fake Out and Intimidate. Gholdengo and Kingambit provide a strong Steel-type core that handles the opponent's threats effectively.
Reasoning trace (117 words)
The opponent has the same team as me. This is a mirror match. Incineroar is the standard lead for Fake Out and Intimidate support. Gholdengo and Kingambit provide strong offensive and defensive presence, while Palafin and Garchomp are heavy hitters. Annihilape is a strong setup sweeper. A balanced core of Incineroar (lead), Gholdengo (special attacker/utility), and Kingambit (physical cleaner) is a very safe and strong choice for this format. Alternatively, Palafin or Garchomp could be brought for more raw power. Given the mirror, Incineroar is almost mandatory as a lead to disrupt the opponent's lead. Gholdengo and Kingambit form a powerful Steel-core that handles most of the opponent's threats. Deciding factor: Mirror match lead and core synergy.
- Turn 1Chimps at the Zoo switched to
IncineroarGemma 4 31B usedFlareblitzGholdengo is immune to status moves (Good as Gold) and Fake Out (Ghost-type), leaving Flare Blitz as the only effective option to deal damage.
Reasoning trace (47 words)
Opposing Gholdengo is immune to status moves (Good as Gold), making Parting Shot and Will-O-Wisp useless. Fake Out is ineffective against Ghost-types. Flare Blitz is the only viable attacking move and deals super effective damage. Deciding factor: Bad matchup/Immunity (Gholdengo is immune to status and Fake Out).
- Turn 2Chimps at the Zoo used
FakeoutGemma 4 31B usedPartingshotIncineroar vs Incineroar is a stalemate; Parting Shot allows me to lower the opponent's offensive stats and pivot to a more threatening teammate.
Reasoning trace (60 words)
The current matchup is Incineroar vs. Incineroar. Both have been Intimidated. I have Gholdengo and Kingambit on my bench. The opponent has Gholdengo and potentially Kingambit, Palafin, Garchomp, or Annihilape. Parting Shot allows me to lower the opponent's stats and pivot to a stronger attacker or a better matchup. Deciding factor: Pivot to maintain momentum and weaken the opponent's Incineroar.
- Turn 3Chimps at the Zoo switched to
PalafinGemma 4 31B usedPartingshotIncineroar vs. Incineroar is a stalemate, and my Incineroar is at -1 Attack. Parting Shot allows me to lower the opponent's stats and pivot to a more offensive threat like Gholdengo or Kingambit.
Reasoning trace (72 words)
The current matchup is Incineroar vs. Incineroar. My Incineroar is at -1 Attack. The opponent's Incineroar is at 83% HP. I need to pivot to a stronger attacker or disrupt the opponent. Parting Shot is the best play here to lower the opponent's stats and bring in a teammate like Gholdengo or Kingambit, who can better handle the opposing Incineroar or the potential Gholdengo/Palafin/Garchomp/Annihilape. Deciding factor: bad matchup to switch out of.
Gemma 4 31B switched toGholdengoIncineroar is slow and weak to Water, making it a terrible matchup against Palafin. Gholdengo is the safest switch to handle the threat.
Reasoning trace (79 words)
The opponent has switched in Palafin (Hero Form, since it switched out and back in). Palafin is a massive threat to Incineroar, who is slow and weak to Water. Incineroar cannot possibly survive a Jet Punch or a strong Water move. I need to switch to a Pokémon that can handle Palafin or at least survive. Gholdengo is neutral to Water, and Kingambit is weak to Water. Gholdengo is the safer switch. Deciding factor: bad matchup (Incineroar vs Palafin).
- Turn 4Chimps at the Zoo used
JetpunchGemma 4 31B switched toIncineroarPalafin is faster and has a significant type advantage over Gholdengo. Switching to Incineroar provides a Water resistance and the ability to pivot or burn the opponent.
Reasoning trace (64 words)
The opponent's Palafin is in Hero Form (implied by the switch and the current state) and is faster than Gholdengo. Palafin has -1 Attack and -1 Sp. Atk from Parting Shot. Gholdengo is a poor matchup for Palafin (Water vs Steel/Ghost). Switching to Incineroar provides a resist to Water and allows for a pivot or burn. Deciding factor: bad matchup to switch out of.
- Turn 5Chimps at the Zoo used
WavecrashGemma 4 31B usedPartingshotPalafin is currently at -2 Attack due to Intimidate and Parting Shot. Using Parting Shot again will further neuter its offensive pressure and allow a safe pivot to Gholdengo, who is neutral to Water.
Reasoning trace (410 words)
Opposing Palafin is in Hero Form (implied by the switch and Jet Punch) and has -2 Attack from Intimidate and Parting Shot. Incineroar is at 56.9% HP, triggering Sitrus Berry. Palafin is much faster and has Jet Punch (priority). Deciding factor: Bad matchup. Incineroar cannot damage Palafin effectively and is weak to Water. Switching to Gholdengo or Kingambit is safer, but Gholdengo is neutral to Water and Kingambit is also neutral (though Kingambit is slower and takes heavy damage from Water moves). Gholdengo is the best switch-in here to wall or pressure. Wait, Palafin is -2 Atk. Jet Punch will do very little. However, Incineroar has no way to hit it. Parting Shot further neuters it, but Gholdengo is a better long-term answer. Actually, Parting Shot is great to keep Palafin's stats low while bringing in a counter. But Gholdengo is already out there in the bench. Let's check: Palafin is Water. Gholdengo is Steel/Ghost. Kingambit is Steel/Dark. Both Steel types are weak to Water. Wait, Gholdengo is Steel/Ghost. Water is neutral. Kingambit is Steel/Dark. Water is super effective. So Gholdengo is the only safe switch. Wait, can I use Fake Out? "This move cannot be selected unless it is the user's first turn on the field." Incineroar came in on Turn 4. It is now Turn 5. Fake Out is not available (the legal actions list it, but the rule says first turn). Actually, the legal actions list it, but the turn history says Incineroar came in on Turn 4 and used nothing (it was hit by Jet Punch). So it's not the first turn. Wait, the legal actions list `fakeout`. If it's listed, it's legal. But the description says "cannot be selected unless it is the user's first turn". Since Incineroar entered on Turn 4, it's now Turn 5. It's not the first turn. Parting Shot is the best play to further lower Palafin's attack and pivot to Gholdengo. Actually, looking at the stats: Palafin is -2 Atk. Jet Punch will be weak. Parting Shot makes it -3 Atk, -2 SpA. Then I can bring in Gholdengo. Wait, if I switch to Gholdengo now, I take a hit. If I Parting Shot, I lower stats and switch. Parting Shot is strictly better. Wait, is Palafin likely to use Jet Punch again? Yes. Is Gholdengo better? Gholdengo is neutral to Water. Is Kingambit better? No, Kingambit is weak to Water. Decision: Parting Shot to neuter Palafin further and pivot.
Gemma 4 31B switched toGholdengoIncineroar is at critical HP and is weak to Palafin's Water attacks. Gholdengo is the best switch-in as it resists Water and can potentially threaten Palafin.
Reasoning trace (56 words)
Opposing Palafin is at -3 Attack and -2 Special Attack due to repeated Parting Shots. Incineroar is very low on HP (57/202) and will likely be knocked out by any Water move. Gholdengo is a safe switch-in that resists Water and can threaten Palafin. Deciding factor: bad matchup (Incineroar is nearly dead and weak to Water).
- Turn 6Chimps at the Zoo used
WavecrashGemma 4 31B usedNastyplotPalafin's Attack is at -3 due to Parting Shots, meaning its damage output is negligible. This is the ideal time to use Nasty Plot to boost Gholdengo's Special Attack.
Reasoning trace (55 words)
The opponent's Palafin has been hit by two Parting Shots, reducing its Attack to -3 and Special Attack to -2. Gholdengo is at full HP. Palafin is faster than Gholdengo. Deciding factor: Palafin's Attack is severely crippled (-3), making its attacks very weak. This is a perfect opportunity to set up a Nasty Plot.
- Turn 7Chimps at the Zoo switched to
GholdengoGemma 4 31B usedShadowballPalafin's Attack is severely lowered (-3), making its attacks weak. Gholdengo has a +2 Special Attack boost and can safely attack with Shadow Ball for significant damage.
Reasoning trace (42 words)
The deciding factor is the opponent's Palafin's severely lowered Attack (-3) and Gholdengo's +2 Special Attack boost. Palafin's Wave Crash will do minimal damage now, allowing Gholdengo to safely attack. Shadow Ball is the strongest neutral move here. <decision> MOVE: shadowball </decision>
Chimps at the Zoo switched toIncineroar - Turn 8Chimps at the Zoo used
PartingshotGemma 4 31B switched toKingambitGholdengo's attacks are resisted by Incineroar, and it is vulnerable to Flare Blitz or Knock Off. Switching to Kingambit is the best play to maintain a win condition against both Incineroar and Palafin.
Reasoning trace (306 words)
The opponent has Palafin and Incineroar left. My Gholdengo is +2 SpA. Opposing Incineroar is active. Gholdengo's attacks (Make It Rain, Shadow Ball) are not very effective against Incineroar. Incineroar likely has Flare Blitz or Knock Off. Switching to Kingambit is the safest play as it resists Dark and is neutral to Fire (though not immune), and can threaten Incineroar with Kowtow Cleave or Sucker Punch. However, Kingambit is a better matchup for Palafin too. Wait, Kingambit is 4x weak to Fighting, but Incineroar doesn't usually carry Fighting moves. Kingambit's Steel typing makes it weak to Fire. Incineroar's Flare Blitz will hurt. But Incineroar is slow. Actually, Gholdengo is +2 SpA. If I stay in, I risk a KO or heavy damage from Flare Blitz/Knock Off. If I switch to Kingambit, I take a hit but can retaliate. If I switch to Incineroar, I'm at 28% HP and will likely faint. Wait, the opponent's Palafin is still out there. Kingambit is the best answer to Palafin (though Palafin has Jet Punch). Let's look at the speed: Gholdengo (106) vs Incineroar (72-123). Most Incineroars are slow. But Gholdengo's moves are resisted. The deciding factor is the bad matchup; Gholdengo cannot effectively damage Incineroar and is vulnerable to its Fire/Dark STABs. Switching to Kingambit provides a stronger offensive presence and better overall bulk against the remaining team. Wait, Kingambit is weak to Fire. Incineroar has Flare Blitz. But Kingambit is the only one who can realistically beat Palafin if Gholdengo falls. Actually, the best play is to switch to Kingambit to maintain pressure and avoid losing Gholdengo for nothing. <thought> Gholdengo's attacks are resisted by Incineroar, and it is vulnerable to Flare Blitz or Knock Off. Switching to Kingambit is the best play to maintain a win condition against both Incineroar and Palafin. </thought> <decision> SWITCH: kingambit </decision>
Chimps at the Zoo switched toPalafin - Turn 9Chimps at the Zoo used
ClosecombatGemma 4 31B switched toGholdengoKingambit is at a severe disadvantage against Palafin-Hero due to speed and type disadvantage. Gholdengo is the best switch-in to resist Water attacks and utilize its +2 Special Attack.
Reasoning trace (62 words)
The opponent has Palafin-Hero active, which is significantly faster than Kingambit and has access to Jet Punch (priority) and Wave Crash (massive damage). Kingambit has -1 Attack from Parting Shot. Gholdengo is the best switch-in here to resist Water moves and threaten with Make It Rain, especially since it has +2 SpA from Nasty Plot. Deciding factor: bad matchup (Kingambit vs Palafin-Hero).
- Turn 10Chimps at the Zoo switched to
IncineroarGemma 4 31B usedShadowballPalafin-Hero is faster and has priority Jet Punch. Gholdengo is the only team member immune to Close Combat, making it the safest active Pokémon, though it takes neutral damage from Water moves. Shadow Ball is the most effective neutral attack to chip Palafin.
Reasoning trace (473 words)
The opponent's Palafin-Hero is faster than Gholdengo and has powerful moves like Jet Punch (priority) and Wave Crash. Gholdengo is not a good matchup for Palafin. Kingambit is a better switch-in due to its high defense and resistance to Water (though not immune), but it's weak to Fighting (Close Combat). However, Incineroar is also a poor choice given its low HP. Kingambit's Steel typing resists nothing from Palafin, but its bulk is superior. Wait, Kingambit is weak to Close Combat. Gholdengo is immune to Close Combat. Palafin's main threats are Jet Punch and Wave Crash. Gholdengo can't deal significant damage. Switching to Kingambit risks a Close Combat. Switching to Incineroar risks a Wave Crash. Actually, Gholdengo is the safest against Close Combat, but Palafin will likely use Jet Punch or Wave Crash. Shadow Ball is the only neutral hit. Nasty Plot is risky. Recover is passive. Wait, Palafin-Hero is very fast. If I stay in, I take a hit. If I switch to Kingambit, I might take a huge Close Combat. If I switch to Incineroar, I'm almost dead. Gholdengo is immune to Close Combat, which is Palafin's strongest move. However, Jet Punch will hit Gholdengo. Let's look at the match-up: Gholdengo vs Palafin-Hero. Palafin is faster. Gholdengo is immune to Close Combat. Palafin has Jet Punch (priority). Gholdengo's best bet is to survive and chip or switch. But Kingambit is the win condition here. Actually, Gholdengo is the only one that can safely switch into Close Combat. If I switch to Kingambit, I'm inviting a Close Combat. If I stay in, I take Jet Punch/Wave Crash. Shadow Ball does decent damage. Deciding factor: Palafin's speed and priority (Jet Punch). Gholdengo is the only one immune to Close Combat. Wait, Kingambit is the best answer to Palafin if it doesn't have Close Combat, but it does. Gholdengo is the safest. Shadow Ball is the best offensive move. Actually, looking at the HP, Gholdengo is at 70%. A Jet Punch won't kill it. A Wave Crash might. Let's consider switching to Kingambit. Kingambit is 100% HP. It can take a Jet Punch. It cannot take a Close Combat. If I use Shadow Ball, I do some damage. If I use Nasty Plot, I risk a huge hit. The most consistent play is Shadow Ball to chip away at Palafin. Wait, I have Incineroar. Incineroar's Intimidate would be huge for Palafin. But Incineroar is at 28% HP. A Jet Punch might kill it. Let's go with Shadow Ball. Actually, looking at the speed: Palafin is 108-167, Gholdengo is 106. Palafin definitely moves first. If I switch to Kingambit, I risk Close Combat. If I switch to Incineroar, I get Intimidate, but it might die to Jet Punch. If I stay in, I take a hit and hit back. Shadow Ball is the safest active move.
- Turn 11Chimps at the Zoo switched to
PalafinGemma 4 31B usedNastyplotGholdengo's Good as Gold ability makes it immune to Incineroar's Parting Shot, allowing a safe setup. Nasty Plot provides a massive Special Attack boost to threaten the remaining team, especially Palafin.
Reasoning trace (195 words)
Opposing Incineroar is active; Gholdengo is active. Gholdengo is faster than most Incineroar (106 vs ~72-123, but usually Incineroar is slow). Incineroar has Fake Out and Parting Shot. Gholdengo is immune to status moves (Good as Gold), so Parting Shot fails. Gholdengo's attacks are not very effective against Incineroar. Palafin-Hero is the biggest threat remaining. Kingambit is at 100% HP and can handle Incineroar or Palafin (with Sucker Punch/Kowtow Cleave). Using Nasty Plot is safe because Parting Shot fails, but Incineroar might use Flare Blitz or Fake Out. However, switching to Kingambit puts a strong physical attacker in, but Kingambit is weak to Fighting (Palafin) and Fire (Incineroar). Wait, Gholdengo is immune to Parting Shot. Nasty Plot is a huge boost. But Incineroar might just switch back to Palafin or use Flare Blitz. If I Nasty Plot, I'm +2 SpA. If Incineroar switches to Palafin, Make It Rain or Shadow Ball will hit hard. If Incineroar uses Flare Blitz, Gholdengo takes significant damage. Actually, the best play here is to set up Nasty Plot since Parting Shot is useless. Deciding factor: Good as Gold makes Gholdengo immune to Parting Shot, allowing a safe Nasty Plot.
- Turn 12Chimps at the Zoo used
ClosecombatGemma 4 31B usedShadowballPalafin-Hero is faster and has priority Jet Punch, but Gholdengo has +2 SpA and Life Orb. Shadow Ball is the strongest neutral move and likely a one-hit knockout or severe damage, making it the best offensive play.
Reasoning trace (541 words)
The opponent's Palafin-Hero is faster than Gholdengo (108-167 vs 106). Palafin has Jet Punch (priority) and Wave Crash/Close Combat. Gholdengo is at 60% HP and has +2 SpA. Palafin is at 76% HP. - `makeitrain`: Not very effective, lowers SpA. - `shadowball`: Neutral damage, +2 SpA and Life Orb make it hit hard, but Palafin is faster. - `nastyplot`: Already at +2, overkill. - `recover`: Heals, but Palafin will likely hit again. - `SWITCH: incineroar`: Low HP, Intimidate helps, but Palafin's Jet Punch/Wave Crash still hurts. - `SWITCH: kingambit`: High HP, resists Water (slightly) and is a strong counter, but Palafin has Close Combat (4x weak). - Palafin's Jet Punch is priority. - Palafin's Wave Crash or Close Combat will likely OHKO or severely damage Gholdengo. - Gholdengo's Shadow Ball with +2 SpA and Life Orb: - Base 80 * 2 (STAB) * 1.3 (Life Orb) * 2.24 (+2 SpA) = ~465 power. - Palafin's SpD is 96-152. This is likely a 2HKO or OHKO. - However, Palafin moves first. If Palafin uses Wave Crash, Gholdengo might survive one hit (depending on Palafin's investment), but Jet Punch is priority. - Kingambit is 4x weak to Close Combat. - Incineroar is weak to Water. - Gholdengo is the best bet to trade if it can survive a hit or if Palafin uses a move that doesn't OHKO. - Wait, Palafin's Jet Punch is priority. Gholdengo's only hope is to hit hard and fast. - But wait, if I switch to Kingambit, and Palafin uses Wave Crash, Kingambit takes a lot of damage. If Palafin uses Close Combat, Kingambit is gone. - If I switch to Incineroar, it's at 28% HP and will be OHKO'd by almost anything. - Gholdengo has +2 SpA. Shadow Ball is the strongest neutral move. - Palafin is faster. - If Palafin uses Jet Punch, Gholdengo takes damage but likely survives. - If Palafin uses Wave Crash, Gholdengo takes heavy damage. - If Palafin uses Close Combat, Gholdengo is immune. - Shadow Ball is the only way to put pressure on Palafin. - Switching to Kingambit is too risky due to Close Combat. - Switching to Incineroar is pointless due to low HP. - Deciding factor: Speed/Priority. Palafin is faster and has Jet Punch. Gholdengo's +2 SpA Shadow Ball is the best offensive play to try and take it down. - Wait, let's re-evaluate Kingambit. Kingambit is 100% HP. If Palafin uses Wave Crash, Kingambit takes significant damage but survives. If Palafin uses Close Combat, Kingambit dies. - Gholdengo is at 60%. A Wave Crash might OHKO. - But Gholdengo has the damage to potentially OHKO Palafin back. - Let's check Shadow Ball damage again. - +2 SpA Gholdengo (203 * 2.24 = 456) vs Palafin (SpD 96-152). - Shadow Ball (80 BP) * 1.3 (Life Orb) * 1.5 (STAB) * 2.24 (+2) = 349.44 effective BP. - This is likely a OHKO or very close to it. - If I use Shadow Ball, I might die first, but I might take Palafin with me. - If I switch, I risk losing Kingambit to Close Combat. - The best play is to use the +2 SpA boost. - Deciding factor: Likely knockout. Gholdengo's +2 Shadow Ball is devastating.Chimps at the Zoo switched toIncineroar - Turn 13Chimps at the Zoo used
FakeoutGemma 4 31B usedShadowballGholdengo is immune to Parting Shot due to Good as Gold and has +2 SpA. Shadow Ball will deal significant damage despite the resistance, and Gholdengo likely outspeeds Incineroar.
Reasoning trace (452 words)
The opponent's only remaining Pokémon is Incineroar. Gholdengo has +2 SpA. Incineroar is weak to nothing Gholdengo has, but Gholdengo is faster than most Incineroar (unless it's specially invested). Shadow Ball is the best attacking option, but Incineroar resists it. However, Incineroar's only remaining moves are likely Fake Out and Parting Shot (based on revealed moves), and Gholdengo is immune to Parting Shot due to Good as Gold. Deciding factor: Matchup. Gholdengo is immune to Parting Shot and can chip away at Incineroar. Wait, Incineroar likely has Flare Blitz. Gholdengo is weak to Fire. If Incineroar uses Flare Blitz, Gholdengo will likely faint. Switching to Kingambit is risky (Dark/Steel), but Incineroar is Fire/Dark. Switching to Incineroar is also risky. Actually, Gholdengo is immune to Parting Shot. If Incineroar uses Flare Blitz, Gholdengo dies. If it uses Fake Out, Gholdengo takes some damage. If it uses Parting Shot, nothing happens. Wait, Gholdengo is at 50% HP. Flare Blitz will definitely KO. Shadow Ball does decent damage with +2 SpA. Let's check Kingambit. Kingambit resists nothing from Incineroar (Fire/Dark). Kingambit is weak to Fire and Fighting. If I use Shadow Ball, I chip Incineroar. If I use Recover, I stay healthy. But wait, Incineroar's only remaining Pokémon is this Incineroar. Gholdengo is the only one that can't be statused. If I switch to Kingambit, Incineroar might use Flare Blitz (super effective) or Fake Out. If I stay with Gholdengo, I can use Shadow Ball. With +2 SpA and Life Orb, Shadow Ball does significant damage even if resisted. Let's calculate: Shadow Ball (80) * 1.3 (Life Orb) * 2 ( +2 SpA) * 0.5 (Resist) = 104 effective BP. That's a lot. However, Incineroar's Flare Blitz is a guaranteed OHKO. Is there a better play? Switching to Kingambit allows me to use Sucker Punch or Kowtow Cleave. But Incineroar is also Dark. Actually, the most reliable way to win is to chip Incineroar down or force it out (though it has no one to switch to). Wait, Gholdengo is immune to Parting Shot. Incineroar's main utility is gone. It only has attacks. Flare Blitz is the main threat. If I use Shadow Ball, I might KO or leave it in range for Kingambit. Let's look at the HP: Incineroar is at 63%. Shadow Ball with +2 SpA and Life Orb should do a huge chunk. Wait, Gholdengo's speed is 106. Incineroar's speed is usually around 70-90. Gholdengo likely moves first. Shadow Ball is the best bet to put pressure. <thought> Gholdengo is immune to Parting Shot due to Good as Gold and has +2 SpA. Shadow Ball will deal significant damage despite the resistance, and Gholdengo likely outspeeds Incineroar. </thought> <decision> MOVE: shadowball </decision>
- Turn 14Chimps at the Zoo used
PartingshotGemma 4 31B usedShadowballGholdengo has +2 Special Attack and a Life Orb, making Shadow Ball powerful enough to likely knock out the weakened Incineroar before it can attack.
Reasoning trace (136 words)
The opponent's Incineroar is at 47% HP. My Gholdengo has +2 SpA. Shadow Ball is not very effective, but with +2 SpA and Life Orb, it should deal significant damage. However, Incineroar likely has Flare Blitz or Knock Off. Gholdengo is at 40% HP and could be knocked out by a strong Fire or Dark move. Kingambit is a safer switch-in and can threaten Incineroar with Sucker Punch or Kowtow Cleave. But wait, Gholdengo is faster than most Incineroar (106 vs ~72-123, usually Incineroar is slow). Shadow Ball at +2 SpA should likely KO or leave it in range for others. Let's check the damage: Shadow Ball (80) * 0.5 (resisted) * 2 (SpA boost) * 1.3 (Life Orb) = ~104 effective BP. That should be enough to KO a 47% Incineroar. Deciding factor: likely knockout.
- Turn 15Chimps at the Zoo used
WillowispGemma 4 31B usedShadowballOpposing Incineroar is at 2% HP. Any attacking move from Gholdengo will secure a knockout. Shadow Ball is the most efficient choice to finish it off.
Reasoning trace (44 words)
The opposing Incineroar is at 2% HP. Gholdengo is at 30.9% HP with +2 SpA. Any attacking move from Gholdengo will knock out Incineroar. Shadow Ball is the most efficient choice here to secure the KO and maintain SpA boosts. Deciding factor: likely knockout.